m4x3_identity( ch->matrices[k_chpart_wf] );
}
-static float *player_cam_pos(void);
-static void character_draw( struct character *ch, float temp )
+static void character_draw( struct character *ch, float temp, m4x3f camera )
{
shader_character_use();
shader_character_uPv( vg_pv );
vg_tex2d_bind( &tex_pallet, 0 );
shader_character_uTexMain( 0 );
shader_character_uOpacity( temp );
- shader_character_uCamera( player_cam_pos() );
+ shader_character_uCamera( camera[3] );
shader_link_standard_ub( _shader_character.id, 2 );
glEnable( GL_CULL_FACE );
m4x3_mulv( ch->matrices[i], rb->delta, rb->co );
m3x3_q( ch->matrices[i], rb->q );
v3_copy( v, rb->v );
- v3_zero( rb->I );
- rb->manifold_count = 0; /* ? */
+ v3_zero( rb->w );
rb_update_transform( rb );
}
static void character_ragdoll_iter( struct character *ch )
{
+ rb_solver_reset();
+
for( int i=0; i<PART_COUNT; i++ )
{
- rb_manifold_reset( &ch->ragdoll[i] );
rb_build_manifold_terrain( &ch->ragdoll[i] );
+ /* TODO: Cars, piece-to-piece collision */
+#if 0
u32 colliders[16];
int len = bh_select( &world.bhcubes, ch->ragdoll[i].bbx_world,
colliders, 16 );
for( int j=0; j<len; j++ )
rb_build_manifold_rb_static( &ch->ragdoll[i],
&world.temp_rbs[colliders[j]] );
+#endif
}
+ rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
+
v3f rv;
float shoe_vel[2];
for( int i=0; i<2; i++ )
if( ch->shoes[i] )
shoe_vel[i] = v3_length( ch->ragdoll[i].v );
-
- for( int i=0; i<20; i++ )
+
+ /* This used to be 20 iterations */
+ for( int i=0; i<5; i++ )
{
float const k_springfactor = 1.0f/20.0f;
-
- for( int j=0; j<PART_COUNT; j++ )
- rb_constraint_manifold( &ch->ragdoll[j] );
-
+
+ rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+
for( int j=0; j<vg_list_size(rd_joints); j++ )
{
struct rd_joint *joint = &rd_joints[j];
v3_copy( src->co, dst->co );
v3_copy( src->v, dst->v );
v3_copy( src->q, dst->q );
- v3_copy( src->I, dst->I );
+ v3_copy( src->w, dst->w );
}
}
}